Trinkets are usually an extensively discussed topic, and I wouldn't want to split up the discussion between 2 threads, nor have this thread become sidetracked from talking about the 5.4 patch as a whole for warlocks into a trinket discussion.

What the devil is with them repeatedly cranking down the duration on SS exhale? It seems like they're just kicking away at what is usually a nice QOL window of use for no raisin, can anyone think of any reason for doing this at all?

Originally Posted by pokeadott

As is, locks NEVER use SB for anything but damage spells. They should give us back some choice, while killing SB:SS.

Why would removing the one utility-ish SB spell that we use suddenly give us choice? We'd just be using it on haunt even more.

And if we stack both DPS and Healers Trinks to double +14% secondary stats increase.

Just a crazy thought but maybe with high great gear the extra 14% stats (Plus + 2% since its multiplicative probably) worth it over some other trinkets, I mean, would be over than 5k extra secondary stats with ilvl 540~ and probably pass than 8k with Heroic SoG.

A near 550ilvl approximate bis lock can pull out say 15K worth of haste with 10K worth of mastery or vice versa. 25K secondary stat points we get about 3500 haste/mastery out of it so think of it as 2000 haste, 1500 mastery, increased crit scaling, and a 11-12K int proc. Its still going to be a handful in pvp but its not to the unbalanceable state it was before. If they did the half as intense/twice as long change they do with other pve trinkets going into pvp you will see 6K int proc lasting 40 sec on a 105 sec ICD plus the passive 14% vs a 522'ish pvp set ilvl.

If they are changing HL to a non aoe I would really like to see void ray get a change to a chain lightning like ability that renewed corruption. Right now its just pain in the arse incarnate. From not cleaving really, not hitting many things functionally in front of you, and having issues on any Z axis targeting it never was a smoothly implemented spell.

And if we stack both DPS and Healers Trinks to double +14% secondary stats increase.

Just a crazy thought but maybe with high great gear the extra 14% stats (Plus + 2% since its multiplicative probably) worth it over some other trinkets, I mean, would be over than 5k extra secondary stats with ilvl 540~ and probably pass than 8k with Heroic SoG.

The proc from the healer one will not work from dps spells, and just the passive is not really worth it.

Another day, another nerf
Imp svarm nerf
Glyph of everlasting affliction will be nerfed as everyone knows gc hates warlocks:/
"Cuz its mandatory"

I imagine this is because of the haste that we will be capable of next tier. We could likely have imp swarm on a 20-30 CD that could be spammed and produce a much higher amount of imps than without the glyph.

EDIT: Not to mention your opener with berserking/BL/meta proc and two DS with two imp swarms.

i agree it was fun, it was also amazing for leveling up, A level 15 AoE+self heal that basically allowed us to solo-zerg dungeons.

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Originally Posted by Pyrhos

I imagine this is because of the haste that we will be capable of next tier. We could likely have imp swarm on a 20-30 CD that could be spammed and produce a much higher amount of imps than without the glyph.

EDIT: Not to mention your opener with berserking/BL/meta proc and two DS with two imp swarms.

Since we're kind of talking about survivability here, how could blizz compensate for taking away 10% DR from fel armor? Mainly talking PvP here, since the 10% health and 10% healing increased from fel armor will still put us ahead of the curve in PvE, especially with no battle fatigue to worry about. But since our 10% healing taken is reduced by virtue of heals being less effective, and our entire first tier of talents is reduced by battle fatigue, how will we not get blown up in PvP? Are they counting on the other fel armor effects to be equal to a 60% armor increase for spriests and boomkins? We are a cloth class after all, and we're meant to be tankier. Hell, it's the reason we didn't get the mobility of mages nor the off healing of priests. I understand they don't want balance issues in PvE, but they have to seriously make us more tanky if they don't want to give us DR. Make it 15% max health and healing taken from fel armor or at least give us glyph of siphon life baseline.

If they are changing HL to a non aoe I would really like to see void ray get a change to a chain lightning like ability that renewed corruption. Right now its just pain in the arse incarnate. From not cleaving really, not hitting many things functionally in front of you, and having issues on any Z axis targeting it never was a smoothly implemented spell.

Best idea imo to handle this, Immo aura for some situations, Void Ray for others, they would have to adjust numbers thou